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Evil Unlimited
by Megan R. [Featured Reviewer] Date Added: 11/05/2014 08:24:32

Evil Unlimited? These unabashed villains are an association of deltas who have chosen to put their powers to use for personal gain... and never mind anyone else. A bunch of criminals in other words, although they claim to be mere service providers, facilitators. Now, that's the sort of 'opposition' that you'd normally expect in a superhero game, but as you'll already have seen in Brave New World things are a little bit different. As a delta you either cooperate with an oppressive government or go 'rogue' in some way, as a dissident with Defiance or as an out-and-out villain... or just keep your head down and pretend you're normal, but there's not much of a game in that!

Presented in the standard format of a wealth of in-character material presented as a series of web pages, this time we have landed on the website of Evil Unlimited. They seem to be a sort of organised crime organisation, with a hierarchy and even the concept of earning a paycheque for your villany... Their stated mission is to perform extralegal services at a premium price. They even claim that they won't do assassinations. Hmmm.

These pages, aimed at new recruits into Evil Unlimited, cover the history and philosophy of the organisation, the sort of jobs they take on (including examples of recent or current ones) and some of the major players in the group. Fascinating stuff. Many, if not most, of their agents are freelancers, with only a few of the most trusted becoming full-time employees. You may decide to have the characters pick up the occasional job to make ends meet, or to encounter them on one side or another in whatever incident they're engaged in. There's plenty of scope. Even if you've gone the Delta Prime route, Evil Unlimited ranks high on the Primers' most wanted lists.

The out-of-character material presents some new power packages particularly suited to a life on the wrong side of the law, complete with archetype examples for each one. One of them is a werewolf, the others include forgers, smugglers and even a poisoner package.

The Guide's Handbook section reveals what is really going on within Evil Unlimited, as well as providing a wealth of advice about how to sucker the characters into working for them. There are a few bad guys to meet as well.

Next comes an adventure involving Evil Unlimited all ready to be run. "Evil Is As Evil Does" can be used to introduce characters to the organisation or to embroil them more deeply with it, as suits, and ostensibly involves rescuing a newly-found delta from a transport taking him to New Alcatraz. Naturally, there's a little bit more to it than that...

Finally, the Author's Afterword chats about what inspired the Evil Unlimited concept and how to use it to advantage in your game, as well as a few meanderings about what other projects he's engaged in.

Overall, a fun work with ample potential to put a distinctive spin on your game.



Rating:
[5 of 5 Stars!]
Evil Unlimited
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Crescent City
by Megan R. [Featured Reviewer] Date Added: 11/03/2014 08:17:53

Crescent City, built on the ruins of what we know as Chicago, is the default 'home town' of the Brave New World game setting, and this book sets out to inform characters about the place in which they live through the by-now familiar format of an extensive series of in-character web pages.

If you want to base your game in Crescent City, or at least have the characters visit there, this is a useful resource... even if the authors of the webpages have the exact breezy, chatty tone as the writers of all the other webpages in other books in the series. Must be a style taught in the leading web writing schools across the Brave New World, I guess! Never mind, let's see what they have to say.

It's a lot more than a street map or a gazetteer. In fact there are only a few wide-area maps tucked away in the back of the book, unless you count a plan of New Alcatraz. There's history, starting with the battle that destroyed Chicago (and what brought that about, a quite tragic tale of revenge) and how the city that's there now grew out of the very ashes, built by a single corporation and governed by an appointed mayor (as you might expect given the permanent state of martial rule that exists in America). There's plenty about the deltas who live there now - legally and otherwise - from the Delta Prime HQ to a hotbed of Defiance supporters and even the gaol of New Alcatraz in the middle of the lake that has been specially built to hold criminal deltas.

Next comes an area by area description of the city, with a wealth of background to make it come to life... and, if you're the Guide, to spawn plot ideas just about whatever manner of game you intend to run. Lots of people who might interact with the party, hire them or oppose them, places to visit and so on. Some maps would have been nice, but if you need them and have the time, the descriptions are enough to come up with at least a rough sketch of the lay of the land.

Then comes the player material, with a selection of new power packages. These are all linked in some way to living in Crescent City (although most if not all could be used elsewhere). Each comes with an archetype to use as-is or provide inspiration for your own character taking that power package.

The Guide section, after remarking that the Guide is welcome, indeed encouraged, to stamp their own mark on Crescent City, then as usual lifts the lid on what has gone before and tells it like it is. There are quite a few Crescent City based adversaries to throw at the characters too.

This is followed by 'The Teleterrorists' which is an adventure set in Crescent City ready for you to run. It's designed as an introduction to the City as well, so would suit a party arriving from elsewhere or as the start of a new game. As a result, there's plenty going on and it gives the characters a good chance to get embedded into the place quickly... with the climax occurring at a game of deltaball (American Football for the superpowered).

Finally, the Author's Afterword contains snippets of personal information and explains that since the move to AEG he's not writing every word himself but getting contributions, particularly in the shape of well-defined profiles and stat blocks for NPCs (which he doesn't like writing much!).

Overall a very useful tome if you intend your game to visit or be set in Crescent City, as well as the first actual scenario to play.



Rating:
[5 of 5 Stars!]
Crescent City
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Bargainers
by Megan R. [Featured Reviewer] Date Added: 10/31/2014 09:17:54

This book sets out to explain a different path, for characters who want power but without becoming a standard delta. They are the bargainers, magic-users of the Brave New World if you like, doing their thing by making pacts, bargains, with spirits. Generally not very nice ones. The process starts pretty much like becoming a delta, surviving a near-death harrowing experience, only the character does not become a delta. They start hearing voices instead...

The first part of the book delivers in-character information in the form of a series of web pages, these ones written by a Mister Twist for beginning Bargainers explaining to them just what their new-found powers might be. Dealing with demons, basically. There's all manner of background material, the long history of how the demons came to be and how they interact with mere mortals, deltas though they might be. It creates a mythology all of its own, which may not sit too well with players who have religious beliefs - just sit back and remember that this is a game, or decide that you won't play a Bargainer or even have them in your game if you feel this is all too offensive to your faith. This cosmology posits a Heaven and a Hell, each with inhabitants, and it is the Demons from Hell that Bargainers associate with.

The first true bargainer, it's said, was Houdini. There's a fair bit of background on him, and then we get down to the nitty-gritty of how to make a deal with a demon and the basic ground rules that you should adhere to for your own safety and sanity. There's also plenty on bargainer society and support, the folks a new bargainer will associate with and learn from. The main means of communication for these quite solitary types is a mailing list and an annual convention.

Bargainers have enemies too, not just the government and Delta Prime, but the Covenant (representing Christian belief) and even devil-worshippers. They can cause quite a nuisance of themselves, even before they manage to make contact with a real demon... and then there's the Heavenly Host, the angels themselves. And other magic-users like shamans and practicioners of voodoo.

Eventually we emerge into game mechanics with a chapter Bargains and Bargainers, which takes all this in-character material and shows you how to make it work in game terms. There are six bargainer archetypes to use as is or as inspiration for your own character, and a wealth of other material as well. Bargainers gain access to some actual magic spells, you see, and these are laid out for you here.

The Guide's Handbook section follows, and as usual promises to reveal the truth of the matter. Along with that, it explains how to take the demon's part in a bargain and presents a host of appropriate adversaries.

Finally, the Author's Afterword explains how Brave New World is by no means a standard superhero game, and reveals a little about how his vision for it hangs together.

Are bargainers optional? They certainly do not need to play a large role, but if they are not there, somewhere in the background, your game will be the poorer for their absence.



Rating:
[4 of 5 Stars!]
Bargainers
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Delta Prime
by Megan R. [Featured Reviewer] Date Added: 10/30/2014 09:38:48

The first three books for Brave New World have concentrated on those superpowered individuals or 'deltas' who have chosen a path of freedom if not rebellion, refusing to comply with fairly oppressive government regulations regarding superpowers. But what of the law-abiding? This work looks at the other side, those who register and serve in Delta Prime. Of course, if your game is based on Defiance, this will inform you about 'the enemy' instead and provide the Guide (GM) with a never-ending array of well-rounded opponents.

We start, as usual, on an in-character website - but this time it's the official government one, not the DeltaTimes. Oddly, the 'voice' of the writer sounds remarkably similar, although it's supposed to be that of a law-abiding delta called Charge. After giving some personal details, it's on to the history of Delta Prime - the federal law enforcement agency staffed by deltas and designed to deal with rogue ones. Their present mission, joining up and training and more follow, all in an engaging style that is readable as well as informative. Given that it's presented as a public website, this is material that can be accessed by any player, whither or not he intends his character to join Delta Prime.

This is followed by a collection of new power packages, this time aimed at members of Delta Prime. There are also new quirks - the different ranks in the organisation - and notes on Delta Prime equipment. Each new power package comes with a ready-made archetype to use directly or as inspiration for your own character.

Next is something a bit new, a chapter on Gadgets and Gadgeteers. This explores concepts introduced in the core rulebook in more depth, including the introduction of a system for gadget creation as well as a selection of ready-made ones that you might care to try out.

The Guide's Handbook section then, as usual, lifts the curtain and explains what is really happening, as opposed to what has been said in the in-character section at the front of the book. There's a collection of new adversaries and the Author's Afterword as well. In this last, Forbeck talks about moving from Pinnacle Games (the original publisher of the Brave New World line to the Alderac Entertainment Group.

This book offers more options, particularly that of being a law-abiding citizen... yet paints it in such an unattractive light that it's clear that even characters who originally start out that way will end up Defiant in the end! Still, it is good to gain an understanding of what's going on within Delta Prime, and there can always be some crossover with defections and moles if that suits your style.



Rating:
[4 of 5 Stars!]
Delta Prime
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Defiants
by Megan R. [Featured Reviewer] Date Added: 10/29/2014 09:23:11

As is becoming established pattern, this book begins with a substantial chunk of in-character pages from the DeltaTimes website. As that's pretty much the mouthpiece for the Defiance organisation, it is extremely relevant in this case!

This time, we're looking at a secure area reserved for those within the Defiance movement, or at least seriously interested in joining it. There's plenty here from history (told with a decidedly anti-establishment slant, of course) to opinion pieces from several leading members of the movement. If your game is, as the original intention seems to be, about deltas who have chosen to stand against the government, it's essential reading. For a start, it is by no means a coherent movement, Defiance is a loose aggregation of deltas linked only by the determination not to register their powers with the government as the law requires. Some are happy to leave it at that, others want to campaign against the way deltas are treated, and there are plenty of other points of view as well. If you'll be playing deltas in Defiance, you'll have to decide what you want to do, choosing one of these paths or carving out your own. If political games intrigue you, you could even base the game around the interplay between various factions within Defiance!

The bulk of the book consists of this in-character material (and fascinating reading it makes, too) but eventually we reach Chapter 1: New Power Packages. Here there are several new power packages, mostly related to different Defiance factions and useful if that's what you are going to play. Archetypes are provided for each one, as usual.

The final section is The Guide's Handbook, intended for the Guide's eyes only. Chapter 2: The Truth of the Matter lays out what's really going on behind the in-character stuff presented earlier as well as a lot more detail on the different Defiance factions. Some of them may be as much of a problem for the characters as the government forces are! Indeed, some are presented as adversaries. And there's an even more secret and hidden corner of the DeltaTimes website that reveals a few truths hidden even from most of Defiance. The section ends with the Author's Afterword, which includes errata for the first two books as well as the comment that following books will be even less rules and more about unravelling this Brave New World and helping you to find your character's place within it.

Another good read, even if it is a bit frustrating how everything comes out piecemeal. It is good, however, to see such a coherent vision of a game world and to be able to explore it so thoroughly.



Rating:
[4 of 5 Stars!]
Defiants
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Ravaged Planet
by Megan R. [Featured Reviewer] Date Added: 10/28/2014 09:15:04

This, the Player's Guide for Brave New World, opens with in-character material from the 'DeltaTimes' underground website, setting the scene for the alternate now in which the characters live. It starts where the comic strip that opened the core rulebook left off: the capture of a delta called Patriot who'd been a leading light in Defiance, the dissident organisation opposed to the current state of affairs in America and especially the policies concerning deltas, as superpowered individuals are known in this game. This is followed by Patriot's autobiography which gives a good flavour of the recent history that leads up to the present day. It's a good tale, well told, and ought to give players enough of a feel to know which side - government, Defiance, the Mob, independent operator - they'd like their characters to be on. The clear implication, though, is that all right-thinking deltas will join Defiance.

Next, and still as pages from an in-character website, Crescent City is described. This is the base setting for the game, a city that arose on the ruins of what was Chicago. It covers the city layout, government, police and other things anyone living there needs to know about... notable buildings, public transportation, even a few locals. A city plan would have helped, though.

If you'd rather go further afield, the next section looks at the United States of America as a whole. This section (and we're still reading web pages!) is very city-oriented, but gives a run-down on the current state of affairs in the major cities that even non-Americans can probably name. It ends with an overview of the general state of the union and the sort of people you'll find there.

Next, we stray - still on that website, DeltaTimes - even further afield into A World of Hurt. Everything's been about America so far, here we can read about how the rest of the world is faring. It's a motley summary of various parts of the world in roughly alphabetical order and again biased towards cities in each country described. Deltas are urban animals it appears.

This flavour text, informative and enjoyable, fills over half the book - so it's a bit of a surprise to find Chapter 1: New Power Packages on page 109 of a 160-page book. A pleasant surprise, however, especially if you are finding yourself a bit limited by the selection of packages provided in the core rulebook. It also introduces the Covenant, a delta organisation run by the Roman Catholic Church, and the Schism - renegade Catholics and others, Christian and non-Christian alike - who have shied away from Church teaching regarding deltas and the world as it is today. This of course gives plenty more options for what sort of character you want to play and the adventures he might become embroiled in. There's plenty of detail if fighting the good fight takes your fancy and you want to involve Covenant characters in your game. They have some interesting powers exclusively available to them, based on 'faith' and with interesting names that mean more if you know a little about Christian heritage. If religion's not your thing, though, there are quite a few more general power packages available to any delta. This section ends with some archetypes for the new power packages, and a selection of dramatic artwork illustrating various events and concepts touched upon earlier.

Next, we come to the Guide's Handbook and Chapter 2: The Truth of the Matter. This lifts the curtain on all that has come before, presenting the 'truth' for the game master's eyes only. It is a bit dogmatic about what really happened, but whilst it is open to individual Guides to decide what's true and what's not in their game, it may make the following supplements less easy to incorporate. And there's enough comments about not being ready to reveal certain bits of information just yet to make you - if you like consistent game worlds - want to get hold of them.

Finally there's a Author's Afterword. This talks about the underlying concepts and inspirations for the game, and is again quite interesting especially if you are interested in how a game designer's mind works.

Overall, this is a good 'setting' book that will help everyone in a group get to grips with what the alternate reality that they'll be inhabiting is like.



Rating:
[4 of 5 Stars!]
Ravaged Planet
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Brave New World
by Megan R. [Featured Reviewer] Date Added: 10/23/2014 08:23:20

The book opens with a comic strip showing a young girl, newly into 'delta' powers, fleeing pursuit and being rescued, a process that rapidly descends into a brawl in which she's by no means sure who is on her side - aptly setting the scene for a game which melds alternate history and comic book superheroics into a fascinating if grim reality in which America is no longer the 'Land of the Free'... at least, not if you have superpowers.

Still in character, this moves on to facsimile web pages of an underground site called DeltaTimes, a place for those superpowered individuals who do not wish to cooperate with a fascist state to hang out. Taking the premise that the readers are newly come into their superpowers and are trying to figure everything out, the articles here give a lowdown (accurate as far as the game goes, if anarchistic in approach) about what it means to be a 'delta' or superpowered individual in this setting. So an excellent and immersive introduction to an alternate history that begins with the first delta arising on the battlefields of the First World War, superheroes flourishing during the interwar years, World War 2 being quite different with superhero involvement from the get-go, McCarthy chasing deltas as avidly as he did Communists, and finally a new twist on the 1963 Kennedy assassination where JFK survived but his wife did not, leading to repressive laws requiring deltas to register and cooperate with government... and worse, as subsequently Kennedy declared martial rule and continued to govern as a dictator to the present day.

Chapter 1: What You Need to Know cracks the fourth wall with the usual information about what a role-playing game is and how you play one. It's written in a casual style that explains the basics without sounding patronising. It also covers the roles of playing and Guide (the Game Master ) and says that only d6s are used... but a whole bunch of them.

Next comes Chapter 2: What It Takes to be a Hero. This deals with character creation, and takes you through the process in a logical manner, highlighting the need to know who your character is and what makes him tick as he is more than numbers on a page... but those numbers are important so it explains what they all are by reference to the character sheet. Characters are described in game mechanical terms by traits, skills, quirks and powers. Traits are the basic statistics of smarts, speed, spirit and strength. Human average in these is 2, but as you can imagine deltas often exceed that... the number assigned is the number of dice you roll when using that trait. Each trait has a number of skills - things you've actually learned or been trained in - associated with them. Quirks are the little things that bring a character to life, and powers are - as you might imagine - whatever superpowers your character has. OK, all that explained we then get down to the fine detail of how you actually make a character. Two options are presented: use an archetype or build one from scratch. If you are new to the game or in a rush, using an archetype gets you started with a minimum of fuss as all the number-crunching and selections have been done for you. Building one from scratch lets you have a delta that's really yours, even if it takes longer.

If you are building your own character, you start by distributing Trait Points as you please between the four traits. You have 12 to play with, enough to have an above-average 3 in each... or you may wish to boost one or more at the expense of the others. For every point assigned to a trait, you have 3 points to spend on skills associated with that trait. Quirks can be positive or negative: a positive one costs you points you might have spent on skills whilst a negative one gives you extra points... or you may prefer to balance out positive and negative quirks instead. There's a limit of 10 points-worth of negative quirks for playability reasons, but you can have as many positive ones as you are prepared to pay for! Next you pick superpowers which are organised in bundles called packages to give some coherence, rather than just selecting a random assortment of cool powers that do not really fit together. This all explained, there's a two-page quick reference guide to the process. A blank character sheet and a selection of archetypes are followed by several chapters that present skills, quirks, powers and tricks - signature knacks your character has - in great detail.

Next, Chapter 3: The Basic Mechanic, lays out in detail the core game mechanics. Task resolution is based around a single roll, the number of dice used being based on character capabilities, against a target number set by the Guide or an opponent as applicable. The target number gets higher the harder the task is deemed to be to accomplish. It's all quite straightforward, although it places a lot of responsibility on the Guide to set realistic yet achievable targets in order to present sufficient challenge yet keep the story rolling.

The next chapter goes into considerable detail about the skills available, including how to use them and likely target numbers for common uses of each skill. This is followed by a chapter on quirks and how to use them to present a well-rounded character - there's plenty of material here to empower good role-play, although contributions to game mechanics are also signposted clearly.

Then Chapter 6: The Big Throwdown takes a look at combat within the game. It's interesting that this comes before superpowers, but this section looks at the mechanics of brawling - initiatives, combat rounds, actions and so on - rather than every last thing that you might do during a fight, so if you pick a power package that has elements which are useful for brawling (or even designed for doing harm) you will be able to see how and when you will be able to use them within the context of the combat mechanics. Other ways to get hurt and healing are also covered here.

This is followed by Chapter 7: Tricks of the Trade, which explores a wide array of tricks - special things that you can do if you get a LOT of successes on your roll, well in excess of the target number you were aiming at. Here's the opportunity to be spectacular and cinematic. Characters start out knowing three tricks, and can acquire more later on in the game. Most tricks are related to a particular skill, so can only be used when you have that skill and are doing something which utilises it, but there are others which are more general in application as well as ones which, although associated with a particular skill, can be taken and used even if you have not been trained in that skill.

And now at last we get to the really important bit - Chapter 8: What Makes a Delta a Delta. Here superpowers are discussed, and you get to find out what power packages are available. Up til now, everything can be applied equally to a regular human being as to a superpowered one, which is good on two points. Firstly, it shows that deltas are no different from anyone else except as regards their powers, and secondly it ensures that all characters are well-rounded PEOPLE, not a set of powers with a mere glimmering of personality tacked on! It also makes it easy, if you wanted to, to play a regular human - perhaps one which might develop powers later in the game or who works with deltas helping to keep them safe from malign forces in government or elsewhere. There are notes on how to develop your own power packages and the promise that there will be more available in supplements, but the main thrust here is a detailed analysis of the options available.

We're almost ready to go, but Chapter 9: Things Every Hero Needs ensures that characters have all the equipment and other possessions that they need. Costs are based on real-world prices for everything that actually exists, which makes it easy if your character wants something not listed here.

The final part of the player section is Chapter 10: Liberty or Death. This is concerned with the setting and how it relates to characters who are deltas. Scene set, we move on to GM territory, taking the view that people will only ever play or GM this game. Obviously you can only do one at a time, but in many groups people take turns to run the next game so it is difficult to be hard and fast about GM knowledge. This section, however, covers how to organise and run your game rather than revealing any dark secrets, although the next two chapters do reveal things that characters would not know (at least, not when they start out...). The main secret's a biggie... but you'll have to find it out for yourself! There's also some bad guys and other NPCs to round things off.

Overall, it's a fascinating premise repleat with potential, setting and mechanics rolled up into a tidy package that is well suited to those who would like a superhero game with a difference, a core purpose beyond beating up on any passing supervillain.



Rating:
[5 of 5 Stars!]
Brave New World
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FarScape Roleplaying Game
by Scott B. [Verified Purchaser] Date Added: 09/20/2014 02:34:17

I purchased this as a resource, and because I liked the series so much. I have not yet read the entire book through, and am finding it difficult to do so for a 3 main reasons.

First, I find the odd, slanted, two-column layout to be hard to follow. I'm sure someone thought it added character, but it just does not flow naturally.

Second, the chapter titles are done in a wretched font that I have to work at to decipher. Again, I can acknowledge the attempt to add character to the text, but being unreadable does not serve that purpose well.

Third, the font used for the body text is also a little hard to read across the various backgrounds, etc. This may also be exacerbated by the scanning used to create the PDF. (The fact that this is a scan was not mentioned in the description, but I noted it in the review after-the-fact)



Rating:
[2 of 5 Stars!]
FarScape Roleplaying Game
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Adventure I
by David L. [Verified Purchaser] Date Added: 06/04/2014 23:17:16

First off the claim that the adventures are linked in one giant plot thread is false. Their is no real linkage and that is a good thing allowing the DM to use whichever adventures they want. Like any product consisting of multiple authors some of the adventures are good, some are mediocre and some are very very bad. Each adventure is fairly short and can be run in 2 short sessions or one long session. The only problem that is omnipresent through all adventures is that almost every adventure features a different unique monster and with one exception (brain vine) the new monsters are terrible and unnecessary and should be replaced by a similar monster of equivalent CR from whatever monster manual type books you own.

The main reason I have rated this product so highly is that it is $3.95 for 24 adventures/260 pages. If the price was higher my rating would be a lot lower, but at the current price the product is a pretty great deal.



Rating:
[4 of 5 Stars!]
Adventure I
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Ultimate Toolbox
by Jon H. [Verified Purchaser] Date Added: 03/11/2014 21:09:38

The ultimate Toolbox is the best thing since Swiss cheese! No DM should be without it regardless of what game you are playing. i found the extensive tables helpful in my games.



Rating:
[5 of 5 Stars!]
Ultimate Toolbox
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Evil
by Jeff A. [Verified Purchaser] Date Added: 02/22/2014 15:47:40

To be honest, I only bought this book for one race that my friend wanted to run in my game. That being said, I did page through it, and found it to be a very useful sourcebook.



Rating:
[5 of 5 Stars!]
Evil
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World's Largest Dungeon, The
by David R. [Verified Purchaser] Date Added: 01/19/2014 16:23:05

I'd like to give this product a better review but when I pay $40 for a PDF dealing with something called the World's Largest Dungeon and there are absolutely ZERO bookmarks all I can say is WTF? And the maps? They don't line up leaving huge gaps when you print them out.

If the technical issues are addressed with the PDFs and Maps I'll review based on actual content. But for me the technical issues are deal breakers.



Rating:
[1 of 5 Stars!]
World's Largest Dungeon, The
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Adventure I
by Marchgo M. [Verified Purchaser] Date Added: 11/25/2013 18:39:42

Many Good adventures with lots of possible expansion. Excellent product



Rating:
[4 of 5 Stars!]
Adventure I
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The Gauntlet
by Dale M. [Verified Purchaser] Date Added: 12/07/2012 13:26:48

The adventure is good and it would be worth a 4 Star rating. However, the presentation is IMPOSSIBLE. It is a staples removed scanned in product the size of a piece of paper folded in half from top to bottom. That would be fine except they did not arrange the pages into a readable fashion. So page 1 is on the right side while page 16 is on the same sheet. Page 2, switching sides from page 1, is on the left and page 15 is on the right. So to read this, you have to start at the front, read half pages to the end and then go BACKWARDS to read the second half of the adventure. Utter madness.

The adventure is pretty decent and is the only thing that saved this adventure from a 1 star rating. It really isn't even worth the 80 cents it is currently priced at. My apologizes to the authors who put time into this.



Rating:
[2 of 5 Stars!]
The Gauntlet
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Brave New World
by Antonio M. [Verified Purchaser] Date Added: 06/18/2012 08:18:29

Overall, I'd have to say this is a pretty well made game. The system isn't the greatest I've seen and definitely not the most "statistically accurate" if you can call a system that. Basically, it's a pretty simple system resulting in a simple game. The reason this game stands a head above a lot of other games is simply because of the setting. This game is worth the money just for the first about 50 - 100 pages where it describes the setting, characters, and how everything happened. Also the last few pages deal with what is not revealed in the beginning, the secrets and is only for the GM to read. What makes this game great since the system is so simple, you could actual integrate your favorite system into this pretty flawlessly. All you'd have to do really is change a few feats around and the stats and your good to go. All in all, this game is worth the money just because the setting alone. It's a simple system which is fun, but also allows for an easy integration of another system with one of the best settings I've ever read.



Rating:
[4 of 5 Stars!]
Brave New World
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